﻿Shader "AdrianMiasik/Examples/Transparency"
{
     Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _MainColor("Color", Color) = (1,1,1,1)
    }
    SubShader
    {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }

        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
        
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST; // Needed for tiling and offset
            float4 _MainColor;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return tex2D(_MainTex, i.uv) * _MainColor;
            }
            ENDCG
        }
    }
}